/Engine/Source/Runtime/Engine/Public/Net/RepLayout.h
No constructors are accessible with public or protected access.
class FSendingRepState : public [FNoncopyable](API\Runtime\Core\Templates\FNoncopyable)
bool
bOpenAckedCalled
Whether or not FRepLayout::OpenAcked has been called with thisFRepState.
TArray<TShared...
CDOCustomDeltaState
Same as RecentCustomDeltaState, but this will always remain as the initial CDO version.
FRepChangedHist...
ChangeHistory
Circular buffer of changelists.
TArray<TShared...
CheckpointCustomDeltaState
Same as RecentCustomDeltaState, but will represent the state at the last checkpoint.
uint32
CustomDeltaChangeIndex
Tracking custom delta sends, for comparison against the changelist state.
int32
HistoryEnd
Indexin the buffer where changelist history ends (i.e., the Newest changelist).
int32
HistoryStart
Indexin the buffer where changelist history starts (i.e., the Oldest changelist).
TArray< uint16 ...
InactiveChangelist
Properties which are inactive through conditions have their changes stored here, so they can be applied if/when the property becomes active.
TBitArray
InactiveParents
Cached set of inactive parent commands.
int32
LastChangelistIndex
The last change list history item we replicated fromFRepChangelistState.
int32
LastCompareIndex
Tracks the last time this RepState actually replicated data.
TArray< uint16 ...
LifetimeChangelist
The unique list of properties that have changed since the channel was first opened
int32
NumNaks
Number of Changelist history entries that have outstanding Naks.
TArray<FRepCha...
PreOpenAckHistory
List of changelists that were generated before the channel was fully opened.
TArray<TShared...
RecentCustomDeltaState
This is the delta state we need to compare with when determining what to send to a client for custom delta properties.
TSharedPtr<FRe...
RepChangedPropertyTracker
FReplicationFla...
RepFlags
TArray<FProper...
Retirement
Array of property retirements that we'll use to track retransmission for Custom Delta Properties.
TEnumAsByte< EN...
SavedRemoteRole
Cache off the RemoteRole and Role per connection to avoid issues with FScopedRoleDowngrade.
TEnumAsByte< EN...
SavedRole